Vitals

Traits

Gain two of the following skills: Stealth and Security. Authority figures take a -20 penalty to Charm or Command tests against you if attempting to make you do something.

Paranoid

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Gain the Light Sleeper and rapid reaction talents.

Shrewd

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Gain one conditional Fate Point to be used in negotiations or social interactions. The Point may not be used to heal wounds, but it can remove fatigue if that fatigue resulted from social interactions.

Blood for the Blood God!

Gain 1d10 Synch Ratio (rolled a 5). Should anyone else but Yanmei try to pilot 04, they must take a difficult (-20) Willpower test. On a failure, they take 1d5+5 insanity and cannot pilot the Eva. Furthermore, 04 now berserks on a berserk role of 8, 9 and 10.

Fluffy-Haired Cuddles

Team Leader

Gain a NERV officer uniform, standard sidearm, Command Skill, and a conditional fate point when working with pilots under your command. Conditional fate point can be spent or burned like a normal fate point, or can be 'given' to another pilot on the field to use as they wish. Captain: Yanmei's characteristic costs for Intelligence and Fellowship now use the Operations Director line. Furthermore, she can now purchase the Absolute Order, Tactical Genius, Contact, Remote Care, Precision Targeting and Talented (Charm) talents. However, Remote Care and Precision Targeting can only be used if EVA-04 is equipped with a Magi RMD wing.

Angelic War Veteran

Gain Hatred (Angels), and a +10 to WP against Angelic mind-attacks.

Aspect of the Herald 1

Before making an attack, Yanmei may spend a Fate Point to declare that the attack may now not be parried or dodged in anyway, including via Protect Self or Sacrifices. The attack may still be Deflected.

Conquerer's Warning

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May reroll 2 WS tests per session

Drawbacks

Drawback

Subname

Effect

Duty of Care

Elizabeth Bellamy

If you ever believe this person to be in danger you must test WP-10 or rush to their aid, and you auto-fail if you can confirm they are in danger, although you gain a +20 to all tests in your frenzy. Should they be harmed you take 1 Insanity and a level of fatigue for 1 hour. Should they die or be permanently taken from you, you take 2d10+10 Insanity, you automatically fail any Trauma or Disorder tests and roll +50 on the Trauma table.

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Traits

Trait

Subname

Effect

A10 Sensitive

-

Gain +10 to Synch Ratio.

Synch Flux

-

Whenever you experience a Synch Disruption, you may modify the outcome positively or negatively by 1d10 points.

Open Mind

-

You take a -10 to Feedback tests, and if you fail by 3 degrees or more, take an extra level of fatigue.

Civilian

-

You take 1d10 insanity at the end of every battle, +1 for every ally who was defeated or killed.

Divine Libido Effect

When you're within 10,000km of (Isaiah), you both take a +10 to all tests, and furthermore, you can divide any damage you take.

Cold Blooded (15) trait

In every session, you have a 'bank' of 10 points that get spent when you take ego or insanity damage, before you lose insanity and ego.

True Empathy Link (Isaiah)

Both of you know when the other is upset, emotionally hurt, etc. And you get more info from probing Isaiah's thoughts. Can also send mental images, word messages, etc. Mental attacks effect both of you, but you get +20 to resist

Combat Talents

Generic Combat Talents

Take a -10 penalty when wielding weapons without Proficiency instead of -20.

Commission

Everytime you take this talent, you gain an extra equipment slot, which may contain any weapon. Furthermore, you can take one Commission upgrade. This applies to both P and E-Scale.

Quick Draw

-

Use the Ready action as a Free Action.

Advanced Talents

Ambidextrous

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You take no penalties for using your off-hand, and reduce the penalty for making Two Weapon Attacks by 10. Furthermore, you ignore the penalty to making a Two Weapon attack if the weapon is a pistol or Balanced or Fast weapon.

Two Weapon Wielder

Ballistic

When armed with two guns, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Melee) talent, lets you attack with a gun and a melee weapon at the same time.

Two Weapon Wielder

Melee

When armed with two melee weapons, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Ranged) talent, lets you attack with a gun and a melee weapon at the same time.

Melee Talents

Talent Name

Talent Sub-Title

Effect

Basic Talents

Furious Charge

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You gain a +10 bonus to Charge attack tests. Whenever you make an All Out Attack, you may expend a Reaction to deal a second attack (may not be used in conjunction with another reaction-expending attack talent).

Disarm

-

This talent permits use of the Disarm Action.

Double Team

-

Increase Gang-Up bonus by +10.

Takedown

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You gain a +10 bonus to Grapple tests, and deal +2 Penetration when using Unarmed attacks. Furthermore, when you use the Push Opponent Grapple action, they land prone. Furthermore, this talent permits use of the Takedown Action.

Street Fighting

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+2 Critical Damage with a knife, Natural or unarmed attack.

Swift Attack

-

This talent permits use of the Swift Attack Action.

Unarmed Warrior

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Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed. Your Improvised weapons count as 1d10+2 and do not count as Primitive.

Advanced Talents

Assassin Strike

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Free. After making melee attack, may make Acrobatics test. On a success, you may make a free Half Move action.

Battlemaster

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Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.

Crippling Strike

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Deal +2 Critical Damage with Melee Weapons.

Combat Master

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So long as you are not helpless or immobilised, you deny enemies the Ganging Up bonus against you and enemy hordes take a -20 penalty to attack you in melee combat. Furthermore, you reduce the Melee attack called shot penalty by 20.

Duelist

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This talent permits use of the Counter-Attack Action. You take a +20 bonus to Disarm tests.

Dual Strike

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A Full Action made whilst wielding two melee weapons. You make a single WS test- you do not suffer any penalties from dual-wielding. On a hit, roll damage for both weapons. The enemy's AP reduces both damage rolls individually, but TB only counts once against the combined damage of both attacks (after AP). A single parry or dodge test will avoid both blows.

Gravity Kick

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This is a special Charge attack that may only be used if you start the charge at a height higher than your enemy Make a WS test against a single enemy below you. On a hit, you deal normal unarmed leg damage plus another +1d10 damage. The attack has a Penetration value equal to 1 per KM of height. This attack may not be parried. If the attack fails to connect (either due to the enemy dodging, or the attack failing), the attack is applied to the used leg instead.

Melee attacks made after a Boosted Jump count as a charge, and deal extra damage equal to your AB/2.

Blood Frenzy

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Once per combat you may use Blood Frenzy. You may reroll damage dice with melee weapons (weapons with multiple dice must reroll all dice) and take the preferred result, your melee Penetration value is increased by +2 and you gain the Vengeful (-2) Quality. This lasts for a number of rounds equal to your WPB/2.

Brutality

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Your All Out Attacks gain the Tearing Quality. If they already possess the Tearing Quality, then they gain the Vengeful (-1) Quality.

When making a Charge attack, you may elect to perform an All Out Attack in place of your Charge attack, gaining the to-hit modifiers for both. You may use All Out Attack-enhancing talents. Furthermore, when making an All Out Attack, you may add half your SB to the attack's Penetration.

Irresistible Force

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When making a Charge attack, you may expend a reaction to perform a Flurry attack in place of your Charge attack, gaining the to-hit modifiers for both. May not be used in conjunction with another reaction-expending attack talent.

Killing Strike

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When making an All Out Attack, you may elect to perform a reaction to make a single All Out Attack that cannot be parried or dodged. May not be used in conjunction with another reaction-expending attack talent.

Thunder Charge

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When making a Charge attack, you may expect a reaction to make a free Unarmed attack against every opponent you can reach at your end location. After that, make an Opposed Strength test against all hit targets; on a success, they are knocked prone and take a level of fatigue. You then make your normal Charge attack after this. Hordes also take extra magnitude loss equal to half your DoS on your charge attack test. May not be used in conjunction with another reaction-expending attack talent.

Whirlwind of Death

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On dealing a melee attack against a Horde, if your attack deals damage after soak, you deal extra Magnitude Damage equal to your Weapon Skill Bonus. You may not use this talent twice in one turn unless you attack two different Hordes. Alternatively, as a Full Action, you may make a standard melee attack against all adjacent enemies, up to an amount equal to your WSB; Hordes hit by this do not suffer the extra Magnitude Damage.

Ranged Talents

When making attacks with pistols in melee combat, you may treat them as though they were at Point Blank, gaining the +30 range bonus to hit.

Deadeye Shot

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You reduce the penalty to called shots and for shooting at long or extreme range by -10.

Hip Shooter

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You may move Full Move or Run and fire single shot with one Pistol or Carbine. However, you apply a -20 Penalty to BS if you are firing as part of a Run action; this penalty becomes -40 if used with Sprint.

Rapid Reload

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Weapon reload times are reduced by a half action.

Advanced Talents

Independent Targeting

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When firing two ranged weapons at once, may may attack targets more than 1km apart.

Dual Shot

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A Full Action made whilst dual-wielding ranged weapons. You make a single BS test- you do not suffer any penalties from dual-wielding. On a hit, you roll damage for both weapons. The enemy's AP reduces both damage rolls individually, but TB only counts once against the combined damage of both attacks (after AP). A single dodge test will avoid both blows.

Gun Drill

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You increase your maximum hits when making a ranged Burst attack by one.

Personal Talents

Interpersonal Talents

Talent Name

Talent Sub-Title

Effect

Basic Talents

Air of Authority

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When using the Command action, you may issue commands to a number of people equal to 1,000 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve more degrees of success than their WPB. Your Followers also have +10 Loyalty when in your presence, and your subordinates may reroll any attached Hordes may reroll failed Break, Fear, and Pinning tests and take the preferred result, so long as you are within visual or audial contact with them.

Beyond Reproach

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When interacting with others, you may spend a Fate Point. Any negative modifiers to their disposition towards you due to your reputation, second-hand knowledge or the like is ignored for the rest of the encounter.

Eloquent

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You may reroll Charm, Inquiry and Deceive tests and take the preferred result.

Veiled Threats

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You use Fellowship in place of Strength for the purposes of Intimidate tests.

Advanced Talents

Inspire Emotion

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On purchasing this talent you gain access to the below effects.

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Courage

Your rhetoric grants you a +20 to Interaction Tests when inspiring bravery in the face of fear- which grants them a +10 bonus against fear or distress effects. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected.

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Friendship

Your rhetoric grants you a +20 to Interaction Tests when inspiring cooperation or promoting mediation. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected.

Master Orator

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You gain a +10 bonus to Fellowship and Fellowship skill tests against crowds; when using the Charm or Intimidate action, you may affect a number of people equal to 1,000 times your Fellowship Bonus. Such is your charisma that all Followers gain a permanent +10 to Loyalty.

Elite Talents

IOU

Millitary OR Political

You are owed a single favour from a specific group. (1 Military IOU, 1 Political IOU, from Dorian's will)

Double Agent

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With the GM's permission, once per Campaign Turn, you may, as a Free Action spend Fate when dealing with an NPC. That NPC is revealed to have been your ally; you instantly gain +30 to all Interaction tests with them, and if this NPC is part of a group, you gain a +10 to all social and investigative tests associated with that group until the end of the Turn. Note that it is unlikely that this Talent will be permitted against NPCs with 2 or more Fates, or NPCs with the Soul-Bound trait.

AT Field Talents

On purchasing this talent you gain access to the below effects. You may only apply a single Assault Pattern effect to a Melee Weapon at any one time, and must be declared before you roll to hit.

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Harvest Blade

By spending 6 ATP on Massive Momentum, the amount of magnitude damage you deal against Hordes increases; you gain an extra point of magnitude damage with a melee weapon for every degree of success instead of every second degree. If you spend 10 ATP, you may apply this benefit to a Swift or Lightning Attack or a Furious Assault.

If your Eva is ever defeated, you may burn a Fate Point. Instead of being defeated, your Eva reactivates and instantly berserks. All body parts have their wounds reset to maximum, even if this means regrowing limbs. All Critical Damage effects are removed from the Eva. All of your remaining Fate Points default to unspent. After using this talent, you may not be forced to burn fate again to survive during the battle barring exceptional circumstances. Finally, if you're forced to burn fate to survive during a battle, then this talent may be activated at the same time off the same burned fate.

Restraint

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You automatically succeed on your Berserk Eva's Dormant Test so long as there are no circumstances that force you to attack an ally (such as an Eva having the Angelic Soul Feature). If such circumstances exist, you instead gain a +10 bonus to your Dormancy test.

Cannibalize

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If your Eva is Berserk, and there is a dead enemy on the field with Angelic properties (an Angel, Eva, Dysangelion etc) that has not self-destructed or otherwise been vaporised, you may spend a Full Action to devour the target, gaining 2d5 wounds in the process to be applied wherever you like. If the target is an Eva that still has its Entry Plug inside it, then the Pilot instantly burns fate or dies.

The Beast Within

(x)

You gain a number of conditional Fate Points equal to X that you may only use when you Berserk. Whenever you purchase this talent, increase X by 1. (Total: 3)